Spartan6

The Ritterlich Republic

121 posts in this topic

reporting in :blues:

 

currently my force is

2 rhinos

1 tiger

1 specter

2 pumas

1 dictator 60

 

have on order 2 wolverines

2 panthers

anything else i should throw in the mix

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Need more tanks.

Looking at the DC for the Wolverine, why would you want any other (well, except for the point cost). In it's 0 DT you've got 11 Mov, 2 CCV, and a DV of 14! On the main gun the RAV+Piercing will never drop below 6, has a flamer for those pesky infantry which the mod will never drop below 7. To top it of it has 7 DTs (including the 0 DT) and has Shielding/3 for those pesky critical hits. If it does take damage, it's base reapir in the 2nd DT is 6 while most models start at 5 and also is Rugged. This thing is a beast that has some real staying power. On the downside, it's weapons are rather short ranged (20 inches on the main gun and 4 on the flamer), at the 3rd DT the DV drops pretty sharply as does Mov, and it is expensive at 320 points. Park a couple of these with an EST/ECM Pod equipped unit and things could get ugly fast. I'd pair it up with an open market Chieftan or Lance to provide fire at longer range for a little less cost if you want to keep the section all vehicles.

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OK , any suggestion on what to get next ? At present I'v got a Rhino , a Tiger , a Cougar and a Jaguar . Those Wolverines look good and sound OK , according to the Sarge . ::P: What models need rescaling ?

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Oh, something I forgot to put up about the Wolverine. For all that cost, you only get one effective attack against whatever it is you're attacking.

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A Sabertooth or two are nice to take care of any soft targets with AA and a Shredder/3 value. The Blitz is nice with tha AoE/4 and Counter Battery. To make hitting it even more fun it also has the AA SA. Once you have your fire support I'd go for infantry. They are really making themselves known in the playtesting.

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Need more tanks.

Looking at the DC for the Wolverine, why would you want any other (well, except for the point cost). In it's 0 DT you've got 11 Mov, 2 CCV, and a DV of 14! On the main gun the RAV+Piercing will never drop below 6, has a flamer for those pesky infantry which the mod will never drop below 7. To top it of it has 7 DTs (including the 0 DT) and has Shielding/3 for those pesky critical hits. If it does take damage, it's base reapir in the 2nd DT is 6 while most models start at 5 and also is Rugged. This thing is a beast that has some real staying power. On the downside, it's weapons are rather short ranged (20 inches on the main gun and 4 on the flamer), at the 3rd DT the DV drops pretty sharply as does Mov, and it is expensive at 320 points. Park a couple of these with an EST/ECM Pod equipped unit and things could get ugly fast. I'd pair it up with an open market Chieftan or Lance to provide fire at longer range for a little less cost if you want to keep the section all vehicles.

 

Just for the sake of having new stuff to buy :lol:

 

Also,I believe in playing (almost)faction pure stuff unless playing merc. And Ritterlich is a smidgen deficient in tanks.

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A Sabertooth or two are nice to take care of any soft targets with AA and a Shredder/3 value. The Blitz is nice with tha AoE/4 and Counter Battery. To make hitting it even more fun it also has the AA SA. Once you have your fire support I'd go for infantry. They are really making themselves known in the playtesting.

 

 

thanks

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What's really going to make me love the Wolverine is its staying power. I think a lot of people may be overlooking this, but you don't have to even roll a die with Rugged anymore. Any Rpr check you make is an automatic Critical Success and repairs 2 DT. So a damaged Wolverine can go from its 6th DT to its 2nd in one turn. Better yet, a Wolverine on DT 3 (RAV 1, DV 9) can Repair to DT 1 (RAV 2, DV 12) and then Attack with the better stats. Shielding/3 and that high DV mean you're not going to suffer very many critical hits, so it could take quite a while to kill these devils off.

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I'm pretty sure that you still need to roll d10+repair to repair the 2 DTs. Otherwise Rugged would be really game imbalancing and cost a lot more than 5 points per DT to give the upgrade. Speaking of which, I just realized how cheap that upgrade is...

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OK , any suggestion on what to get next ? At present I'v got a Rhino , a Tiger , a Cougar and a Jaguar .

 

So, right now you have a decent hard anti-hard section with a base value of 1257. You need to add some soft anti-hard and some hard or soft anti-soft units. Going for a 2000 point total here is some ideas to round it out..

 

Section 1 - armor

Rhino

Tiger

Jaguar

Panther

 

Section 2 - Special

Cougar

Nomad

Stiletto

Stiletto

 

Section 3 - flight

Eagle

Eagle

 

2000 points

 

With a good mix of hard and soft, ECM pods and EST pods for defense and offense, pierce and shred. Use the ECM and EST to maximize whichever part of your force is the weakness of your enemy.

 

Of course, change the point scale, and the list of things to get changes too.

 

 

 

 

 

 

Rugged SA

When a Model with the Rugged SA conducts a successful Repair Action, it is always considered to be a Critical Success and an additional point of Damage for a total of 2 DTs is repaired. Rolling a Natural 10 provides no further benefit to Models with the Rugged SA. Lingering Damage may still not be removed.

 

The wording is a little confusing in there, but, if you read it carefully, you will see that the words always considered to be a CRITICAL success, not always considered to be a success. That is, whenever a repair is successful, it always repairs 2 points, not that it automatically repairs.

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Ah, you're right. They should change it to be something like:

Rugged SA

When a Model with the Rugged SA conducts a successful Repair Action, the Model repairs a total of 2 DT. Rolling a Natural 10 provides no further benefit to Models with the Rugged SA. Lingering Damage may still not be removed.

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I'm pretty sure that you still need to roll d10+repair to repair the 2 DTs. Otherwise Rugged would be really game imbalancing and cost a lot more than 5 points per DT to give the upgrade. Speaking of which, I just realized how cheap that upgrade is...

I can see me adding the rugged upgrade to just about anything I field. In the half dozen games that I've played so far repair is a big factor. I am already starting to seriously hate it when the other player has rugged. I have already adopted a "Once you hit it, kill it off" protocol.

 

Castlebuilder

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So, right now you have a decent hard anti-hard section with a base value of 1257. You need to add some soft anti-hard and some hard or soft anti-soft units. Going for a 2000 point total here is some ideas to round it out..

:blink::wacko::blink: What do you mean ?

Anyway thanks for the info . ::D:

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